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gotosocial/vendor/google.golang.org/grpc/balancer/endpointsharding/endpointsharding.go

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Go

/*
*
* Copyright 2024 gRPC authors.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
// Package endpointsharding implements a load balancing policy that manages
// homogeneous child policies each owning a single endpoint.
//
// # Experimental
//
// Notice: This package is EXPERIMENTAL and may be changed or removed in a
// later release.
package endpointsharding
import (
"errors"
rand "math/rand/v2"
"sync"
"sync/atomic"
"google.golang.org/grpc/balancer"
"google.golang.org/grpc/balancer/base"
"google.golang.org/grpc/connectivity"
"google.golang.org/grpc/resolver"
)
// ChildState is the balancer state of a child along with the endpoint which
// identifies the child balancer.
type ChildState struct {
Endpoint resolver.Endpoint
State balancer.State
// Balancer exposes only the ExitIdler interface of the child LB policy.
// Other methods of the child policy are called only by endpointsharding.
Balancer balancer.ExitIdler
}
// Options are the options to configure the behaviour of the
// endpointsharding balancer.
type Options struct {
// DisableAutoReconnect allows the balancer to keep child balancer in the
// IDLE state until they are explicitly triggered to exit using the
// ChildState obtained from the endpointsharding picker. When set to false,
// the endpointsharding balancer will automatically call ExitIdle on child
// connections that report IDLE.
DisableAutoReconnect bool
}
// ChildBuilderFunc creates a new balancer with the ClientConn. It has the same
// type as the balancer.Builder.Build method.
type ChildBuilderFunc func(cc balancer.ClientConn, opts balancer.BuildOptions) balancer.Balancer
// NewBalancer returns a load balancing policy that manages homogeneous child
// policies each owning a single endpoint. The endpointsharding balancer
// forwards the LoadBalancingConfig in ClientConn state updates to its children.
func NewBalancer(cc balancer.ClientConn, opts balancer.BuildOptions, childBuilder ChildBuilderFunc, esOpts Options) balancer.Balancer {
es := &endpointSharding{
cc: cc,
bOpts: opts,
esOpts: esOpts,
childBuilder: childBuilder,
}
es.children.Store(resolver.NewEndpointMap())
return es
}
// endpointSharding is a balancer that wraps child balancers. It creates a child
// balancer with child config for every unique Endpoint received. It updates the
// child states on any update from parent or child.
type endpointSharding struct {
cc balancer.ClientConn
bOpts balancer.BuildOptions
esOpts Options
childBuilder ChildBuilderFunc
// childMu synchronizes calls to any single child. It must be held for all
// calls into a child. To avoid deadlocks, do not acquire childMu while
// holding mu.
childMu sync.Mutex
children atomic.Pointer[resolver.EndpointMap] // endpoint -> *balancerWrapper
// inhibitChildUpdates is set during UpdateClientConnState/ResolverError
// calls (calls to children will each produce an update, only want one
// update).
inhibitChildUpdates atomic.Bool
// mu synchronizes access to the state stored in balancerWrappers in the
// children field. mu must not be held during calls into a child since
// synchronous calls back from the child may require taking mu, causing a
// deadlock. To avoid deadlocks, do not acquire childMu while holding mu.
mu sync.Mutex
}
// UpdateClientConnState creates a child for new endpoints and deletes children
// for endpoints that are no longer present. It also updates all the children,
// and sends a single synchronous update of the childrens' aggregated state at
// the end of the UpdateClientConnState operation. If any endpoint has no
// addresses it will ignore that endpoint. Otherwise, returns first error found
// from a child, but fully processes the new update.
func (es *endpointSharding) UpdateClientConnState(state balancer.ClientConnState) error {
es.childMu.Lock()
defer es.childMu.Unlock()
es.inhibitChildUpdates.Store(true)
defer func() {
es.inhibitChildUpdates.Store(false)
es.updateState()
}()
var ret error
children := es.children.Load()
newChildren := resolver.NewEndpointMap()
// Update/Create new children.
for _, endpoint := range state.ResolverState.Endpoints {
if _, ok := newChildren.Get(endpoint); ok {
// Endpoint child was already created, continue to avoid duplicate
// update.
continue
}
var childBalancer *balancerWrapper
if val, ok := children.Get(endpoint); ok {
childBalancer = val.(*balancerWrapper)
// Endpoint attributes may have changed, update the stored endpoint.
es.mu.Lock()
childBalancer.childState.Endpoint = endpoint
es.mu.Unlock()
} else {
childBalancer = &balancerWrapper{
childState: ChildState{Endpoint: endpoint},
ClientConn: es.cc,
es: es,
}
childBalancer.childState.Balancer = childBalancer
childBalancer.child = es.childBuilder(childBalancer, es.bOpts)
}
newChildren.Set(endpoint, childBalancer)
if err := childBalancer.updateClientConnStateLocked(balancer.ClientConnState{
BalancerConfig: state.BalancerConfig,
ResolverState: resolver.State{
Endpoints: []resolver.Endpoint{endpoint},
Attributes: state.ResolverState.Attributes,
},
}); err != nil && ret == nil {
// Return first error found, and always commit full processing of
// updating children. If desired to process more specific errors
// across all endpoints, caller should make these specific
// validations, this is a current limitation for simplicity sake.
ret = err
}
}
// Delete old children that are no longer present.
for _, e := range children.Keys() {
child, _ := children.Get(e)
if _, ok := newChildren.Get(e); !ok {
child.(*balancerWrapper).closeLocked()
}
}
es.children.Store(newChildren)
if newChildren.Len() == 0 {
return balancer.ErrBadResolverState
}
return ret
}
// ResolverError forwards the resolver error to all of the endpointSharding's
// children and sends a single synchronous update of the childStates at the end
// of the ResolverError operation.
func (es *endpointSharding) ResolverError(err error) {
es.childMu.Lock()
defer es.childMu.Unlock()
es.inhibitChildUpdates.Store(true)
defer func() {
es.inhibitChildUpdates.Store(false)
es.updateState()
}()
children := es.children.Load()
for _, child := range children.Values() {
child.(*balancerWrapper).resolverErrorLocked(err)
}
}
func (es *endpointSharding) UpdateSubConnState(balancer.SubConn, balancer.SubConnState) {
// UpdateSubConnState is deprecated.
}
func (es *endpointSharding) Close() {
es.childMu.Lock()
defer es.childMu.Unlock()
children := es.children.Load()
for _, child := range children.Values() {
child.(*balancerWrapper).closeLocked()
}
}
// updateState updates this component's state. It sends the aggregated state,
// and a picker with round robin behavior with all the child states present if
// needed.
func (es *endpointSharding) updateState() {
if es.inhibitChildUpdates.Load() {
return
}
var readyPickers, connectingPickers, idlePickers, transientFailurePickers []balancer.Picker
es.mu.Lock()
defer es.mu.Unlock()
children := es.children.Load()
childStates := make([]ChildState, 0, children.Len())
for _, child := range children.Values() {
bw := child.(*balancerWrapper)
childState := bw.childState
childStates = append(childStates, childState)
childPicker := childState.State.Picker
switch childState.State.ConnectivityState {
case connectivity.Ready:
readyPickers = append(readyPickers, childPicker)
case connectivity.Connecting:
connectingPickers = append(connectingPickers, childPicker)
case connectivity.Idle:
idlePickers = append(idlePickers, childPicker)
case connectivity.TransientFailure:
transientFailurePickers = append(transientFailurePickers, childPicker)
// connectivity.Shutdown shouldn't appear.
}
}
// Construct the round robin picker based off the aggregated state. Whatever
// the aggregated state, use the pickers present that are currently in that
// state only.
var aggState connectivity.State
var pickers []balancer.Picker
if len(readyPickers) >= 1 {
aggState = connectivity.Ready
pickers = readyPickers
} else if len(connectingPickers) >= 1 {
aggState = connectivity.Connecting
pickers = connectingPickers
} else if len(idlePickers) >= 1 {
aggState = connectivity.Idle
pickers = idlePickers
} else if len(transientFailurePickers) >= 1 {
aggState = connectivity.TransientFailure
pickers = transientFailurePickers
} else {
aggState = connectivity.TransientFailure
pickers = []balancer.Picker{base.NewErrPicker(errors.New("no children to pick from"))}
} // No children (resolver error before valid update).
p := &pickerWithChildStates{
pickers: pickers,
childStates: childStates,
next: uint32(rand.IntN(len(pickers))),
}
es.cc.UpdateState(balancer.State{
ConnectivityState: aggState,
Picker: p,
})
}
// pickerWithChildStates delegates to the pickers it holds in a round robin
// fashion. It also contains the childStates of all the endpointSharding's
// children.
type pickerWithChildStates struct {
pickers []balancer.Picker
childStates []ChildState
next uint32
}
func (p *pickerWithChildStates) Pick(info balancer.PickInfo) (balancer.PickResult, error) {
nextIndex := atomic.AddUint32(&p.next, 1)
picker := p.pickers[nextIndex%uint32(len(p.pickers))]
return picker.Pick(info)
}
// ChildStatesFromPicker returns the state of all the children managed by the
// endpoint sharding balancer that created this picker.
func ChildStatesFromPicker(picker balancer.Picker) []ChildState {
p, ok := picker.(*pickerWithChildStates)
if !ok {
return nil
}
return p.childStates
}
// balancerWrapper is a wrapper of a balancer. It ID's a child balancer by
// endpoint, and persists recent child balancer state.
type balancerWrapper struct {
// The following fields are initialized at build time and read-only after
// that and therefore do not need to be guarded by a mutex.
// child contains the wrapped balancer. Access its methods only through
// methods on balancerWrapper to ensure proper synchronization
child balancer.Balancer
balancer.ClientConn // embed to intercept UpdateState, doesn't deal with SubConns
es *endpointSharding
// Access to the following fields is guarded by es.mu.
childState ChildState
isClosed bool
}
func (bw *balancerWrapper) UpdateState(state balancer.State) {
bw.es.mu.Lock()
bw.childState.State = state
bw.es.mu.Unlock()
if state.ConnectivityState == connectivity.Idle && !bw.es.esOpts.DisableAutoReconnect {
bw.ExitIdle()
}
bw.es.updateState()
}
// ExitIdle pings an IDLE child balancer to exit idle in a new goroutine to
// avoid deadlocks due to synchronous balancer state updates.
func (bw *balancerWrapper) ExitIdle() {
if ei, ok := bw.child.(balancer.ExitIdler); ok {
go func() {
bw.es.childMu.Lock()
if !bw.isClosed {
ei.ExitIdle()
}
bw.es.childMu.Unlock()
}()
}
}
// updateClientConnStateLocked delivers the ClientConnState to the child
// balancer. Callers must hold the child mutex of the parent endpointsharding
// balancer.
func (bw *balancerWrapper) updateClientConnStateLocked(ccs balancer.ClientConnState) error {
return bw.child.UpdateClientConnState(ccs)
}
// closeLocked closes the child balancer. Callers must hold the child mutext of
// the parent endpointsharding balancer.
func (bw *balancerWrapper) closeLocked() {
bw.child.Close()
bw.isClosed = true
}
func (bw *balancerWrapper) resolverErrorLocked(err error) {
bw.child.ResolverError(err)
}